How to display an animation over a tinted black screen?

HopeFragment

H'witch Nerd
Veteran
Joined
Mar 15, 2014
Messages
121
Reaction score
11
First Language
English
Primarily Uses
RMVXA
There is a part in my game where the screen is tinted totally black with just text going on it. At the end of it, the screen is supposed to fade to white using a custom animation I made in the database. But because the screen is tinted black, the animation won't show up. Is there a way to make it show up regardless of the tint, or do I need a script?
 
Last edited by a moderator:

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,354
Reaction score
8,533
First Language
English
Primarily Uses
RMMV
Why are you tinting the screen black? Are you just wanting to have a black background to show the text?
 

HopeFragment

H'witch Nerd
Veteran
Joined
Mar 15, 2014
Messages
121
Reaction score
11
First Language
English
Primarily Uses
RMVXA
Why are you tinting the screen black? Are you just wanting to have a black background to show the text?
I want the black background, yes, but I also need it so a picture overlay is shown over the scene on the top left. That's why I had to tint the screen. (Note it also has the normal text too.) But then I want that animation of the screen fading to white (which isn't just it fading to white, it's done in a creative way) but it won't show up because the screen is tinted black.
 
Last edited by a moderator:

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,354
Reaction score
8,533
First Language
English
Primarily Uses
RMMV
Well, I was going to suggest that instead of tinting the screen black for a black background, you could do a transfer to an empty map, do the scrolling text, do the fade to white animation, then transfer back. I'm not entirely sure it would work exactly as you want, but it's what I would try.
 

HopeFragment

H'witch Nerd
Veteran
Joined
Mar 15, 2014
Messages
121
Reaction score
11
First Language
English
Primarily Uses
RMVXA
Well, I was going to suggest that instead of tinting the screen black for a black background, you could do a transfer to an empty map, do the scrolling text, do the fade to white animation, then transfer back. I'm not entirely sure it would work exactly as you want, but it's what I would try.
That wouldn't work either because this happens like right after a long cutscene with the characters moving a lot. Upon transferring back to the original map, all of the characters would be out of position, far away from where they were, and I'd have to make new events just so they'd show up in their new positions at the start.
 
Last edited by a moderator:

Robert-Character Creator

Waiting for Replies
Veteran
Joined
Feb 8, 2014
Messages
516
Reaction score
220
First Language
English
Primarily Uses
RMVXA
I would try adding a second event page to each of the characters, that activates with a switch. You'd then want to make separate events, with the characters as they are after the cutscene. The characters before the event would have the second event page blank, and the ones after the cutscene have the first one blank. When you transition to the black screen, activate the switch. Your characters will vanish, and new ones for after the cutscene appear. Ta-da. Just follow mlogan's directions for everything else. :)
 

ZServ

Veteran
Veteran
Joined
Jun 16, 2014
Messages
260
Reaction score
71
Primarily Uses
Go into ms paint. Click the bucket. Click the white so it's black. Save that as png.


Fade screen out. Show picture "black.png". Fade screen in. Screen will fade in.. To black. Aka, it will not look like it's faded in at all. Play the animation, removing the picture at the same time. If it looks messy, turn off the wait and fade the picture out simultaneously.
 

HopeFragment

H'witch Nerd
Veteran
Joined
Mar 15, 2014
Messages
121
Reaction score
11
First Language
English
Primarily Uses
RMVXA
I would try adding a second event page to each of the characters, that activates with a switch. You'd then want to make separate events, with the characters as they are after the cutscene. The characters before the event would have the second event page blank, and the ones after the cutscene have the first one blank. When you transition to the black screen, activate the switch. Your characters will vanish, and new ones for after the cutscene appear. Ta-da. Just follow mlogan's directions for everything else. :)
So no matter what I still have to make more events in that room? I didn't want to do that because the map has like 300 events in it already (I should have specified that earlier), that's why I asked for help. But I guess I no matter what have to make new events just to make the characters show up and there is no way out of it, ugh. Thank you anyway though.
 

HopeFragment

H'witch Nerd
Veteran
Joined
Mar 15, 2014
Messages
121
Reaction score
11
First Language
English
Primarily Uses
RMVXA
Sorry for double posting. Anyway, I tried what Robert-Character Creator and mlogan said, but when the map transfers back to the original map, the animation stops right in the middle of it. I even tried doing a variation of what ZServ said too because I already tried the map transfer thing and didn't want to start over, in that I made a picture that was just completely white, as the animation becomes white, the white picture shows up (it has 0 opacity at first, then I put move picture and changed the opacity to 255) which is meant to conceal the map transfer. Then I make it fade to 0 opacity again when the scene is over and then I erase the picture and the cutscene goes on from there. But because of the map transfer, it still just stops in the middle of it (I even made the transfer have no fade, so that's not the problem either.) I then did an experiment, I tried seeing what happens if I don't have the map transfer. It works as it's supposed to without the map transfer. The problem is the map transfer. 


EDIT: I made the map transfer fade to white which makes it inconspicuous. I think I got it now.
 
Last edited by a moderator:

ZServ

Veteran
Veteran
Joined
Jun 16, 2014
Messages
260
Reaction score
71
Primarily Uses
My method wasn't written up with the idea of a map transfer in mind. The original post said that an animation needed to be played but a fade to black was still necessary, so I wrote up with that in mind. Fade to black, draw a black picture, fade back in (which will show a black picture, so it won't look like a fade-in at all) and then show the animation while changing opacity of the black image.


Regardless, so long as you've figured things out, that's for the best. Just wanted to point out why I wrote things the way I did. :)
 

Robert-Character Creator

Waiting for Replies
Veteran
Joined
Feb 8, 2014
Messages
516
Reaction score
220
First Language
English
Primarily Uses
RMVXA
Glad to know things are working now. Also glad I could be of help! :D
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,862
Messages
1,017,045
Members
137,569
Latest member
Shtelsky
Top